Inhabited Virtual Heritage
Nadia Magnenat-Thalmann - U. of Geneva Alan Chalmers - U. of Bristol
Daniel Thalmann - EPFL
Synopsis
• Inhabited Virtual Cultural Heritage is a novel way of conservation, preservation and interpretation of cultural history. By simulating an ancient community within the virtual reconstructions of a habitat, the public can better grasp and understand the culture of that community.
The course will present the following concepts:
– Reconstruction technology – Computer Animation technology – Interaction technology
• Three case studies will be shown: the simulation of the Xian Terra Cotta Army, the representation of Geneva in 1602 and the reconstruction of Aya Sofia church in Turkey.
www.miralab.unige.ch
www.miralab.unige.ch University of GenevaUniversity of Geneva
MIRALab Presentation University of Geneva
Professor
Nadia Magnenat-Thalmann
www.miralab.unige.ch
www.miralab.unige.ch University of GenevaUniversity of Geneva
Generating Animatable 3D Virtual Humans from
Photographs
Nadia Magnenat-Thalmann Won-Sook Lee
Jin Gu
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Introduction
• Two techniques depending on the interest
– accuracy and precision of the obtained object model shapes,
• CAD systems, medical application.
– visual realism and speed for animation of the reconstructed models,
• internet applications
• Virtual Reality applications.
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Eurographics2001
Virtual humans for real-time applications
• What’s the components to consider?
– acquisition of human shape data – realistic high-resolution texture data
– functional information for animation of the human (both face and body)
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State of the Art - Face
• Features on photographs (organized) and a generic model
– Modeling used for getting the individualized face using a few points• [Kurihara 91] [Akimoto 93] [Ip 96]
– Modeling used for expression database
• [Pighin 98]
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State of the Art - comparison
Problems for hairy parts
Better to catch non-characteristic points Difficult to catch non-characteristic points
Often noisy to catch characteristic points Easy to catch characteristic points
Usually low resolution of texture mapping Usually high resolution of texture mapping
Output: Numerous points Special equipment Very general equipment
Expensive Cheaper
Laser Scanner Photography
MIRALab MIRALab
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Eurographics2001
Modification of a Generic Model Feature Detection Orthogonal
photographs Camera
with Feature Points
Texture Generation
Texture Fitting
Facial Animation
Generic model with animation
structure
Expression Database Other features detection
Key feature detection
Automatic Interaction Only once
DFFD coordinate calculation
Face Cloning
• Input
– photograph
– generic head & animation
• Method
– Feature based
• Output
– Animatable virtual human
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Head shapes from photos
• Features on front (and side) view
– eyes, nose, lips, hair and face outlines, etc.
• Semiautomatic structured feature detection
– piecewise affine mapping– structured snake to keep structure of points
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Head shapes from photos in 3D rather than in 2D
• Generation of ( x, y, z ) from ( x, y
f) and ( y
s, z ) – criteria for giving more importance on the front view – robust even though the input photographs are not perfectlyorthogonal
• Dirichlet FFD (DFFD)
– the convex hull of a set of control points in general position
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Head shapes from photos
• Feature points < control points
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Texture mapping
• Texture Generation
– One texture image from two images
• Geometrical deformation
• Multi-Resolution techniques
• Texture Mapping
– Projection to three planes – Transformation to several spaces
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Eurographics2001
Seamless texture mapping
• Texture generation
– Image deformationFront Side
( right, left )
Deformed side ( right, left )
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Seamless texture mapping
• Texture generation
– Multiresolution image mosaic
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• Rotation in 360 degree
Results
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Eurographics2001
Results
• Several ethnic group from one generic model
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Results - shape texture separation
Photograph set for shape
Features for image Features for
shape
Photograph set for image
Modification of the
generic model Texture Mapping Modification of a generic model
Animation in a Virtual World
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• Visual comparison
• 3D- distance measurement : 2.84306 %
Results - Validation
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Face Front photo
Face Side photo
Body Side photo Body Front
photo
Body Back photo
Feature points (x, y, z) Feature points
(x, y, z)
Front view rough shape
Back view rough shape Automatic edge
detection
Front view fine shape
Back view fine shape
Integrated virtual human (VRML H-anim)
Back view skeleton
interactive automatic
(x,y) (y, z) (x,y)
Front view texture mapping
Back view texture mapping Animatable
face
Animatable body
input data Front view
skeleton Face Cloning Generic
face and body (skeleton,
skin)
texture blending
Posture correction
Body Cloning
• Input
– three photographs – H-Anim 1.1 generic body
• Feature - edge based
• Output
– animatable vitual human
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Body Cloning - Generic body
• Continuous mesh humanoids
– MPEG-4 compatible H-Anim1.1 formats [http:H-Anim]
– 94 skeleton joints & 12 skin parts (different from the face with only skin)
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Body Cloning - Generic body
• H-Anim joints related to skin parts
– the local coordinates of the skin part i to global coordinate by 4x4 matrix Mi.
Skullbase (head) vc4 (neck) l_shoulder (left_upper_arm)
l_elbow (left_lower_arm)
Sacroiliac (hip) l_hip (left_upper_leg)
l_wrist (left_hand) l_knee (left_lower_leg)
l_ankle (left_foot) vl5 (front_torso, back_torso)
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Body Cloning - Generic body
• Skin has grid structure
– each skin part has several slices
– each slice on the skin part has the same number of points – Share the same 3D coordinates between different skin part
• Resulting seamlessly continuous skin envelope
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Body Features and skeleton
• Features and skeleton adjust
Feature points on images
Modify the movable skeleton joints
Modify other skeleton joints
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Eurographics2001
Body rough skin adjustment
• Feature points -> Control points -> skin modification
Left most Right most
Left most Right most
Left most
Left most
Right most Front most
Back most
Front most Back most Right most
Left most
Left most
Right most
Right most
Left most Right most
Front most Front most
Front most
Up most (end-shouler pt)
Left most
Down most (Armpit pt) Up most (mid-shoulder pt)
Right most Down most
Top-slice (Arm hole) Shoulder-slice
Bottom-slice (d)
(a) (b)
(c)
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• Feature driven edge extraction
• Canny edge detector
• Each feature segment indicates the vicinity and approximate direction of the boundary to be found
• evaluate the “goodness” of the potential connection
Body fine skin adjustment
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• Front and side views are used
– Deform body and texture for each side separately
• Texture blending
– Problem caused by digitization and illumination– Linear blending following corresponding edges on the front and back views
Body Cloning - Texture mapping
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Body and Face together
• Automatic connection with own face from face cloning system
– use features on face and body• Neck adjustment
– bridge to connect the face and body smoothly and seamlessly
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Body Results
• H-Anim 1.1 format
– visualized by web browsers – Animatable
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Body Cloning - Results
• Sometimes postcorrection needed
– Skeleton correction from skin envolope• Elbow skeleton correction
– H-Anim & Vicon (optical motion capture system) posture
• length and angle coordinate
• adjust angles for arms and legs
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• Animation with cloned body
– Comparison with real motionAnimation result with motion capture
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Conclusion
• Easy input like photographs is the first priority to build the system
• A complete integration of whole face and body parts from five photographs
• Continuous mesh for generic body
– real-time animation without texture problems
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Eurographics2001
Conclusion
• Several problems are solved
– efficient and robust semi-automatic feature detection method – 3D-deformation approaches rather than in 2D resulting error
resistance for input images
– more robust 3D deformation using DFFD
– fully automatic generation of seamless texture mapping
MIRALab MIRALab
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Eurographics2001
Measurement based body creation
Nadia Magnenat-Thalmann
HyeWon Seo
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Overview
Initial model
∑ H-Anim skeleton
∑ Skin mesh
Skeleton deformation
Volume deformation
Surface optimization
H-Anim exportation Final body model in H-Anim
Measurer Body measurement
data Skin
Attachment
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Initial model
HumanoidRoot : sacrum
sacroiliac : pelvis
l_hip: l_thigh l_knee: l_calf l_ankle:
l_hindfoot l_subtalar : l_midproxima l l_midtarsal : l_middistal l_metatarsal : l_forefoot
l_hip: l_thigh l_knee: l_calf l_ankle:
l_hindfoot l_subtalar : l_midproxima l l_midtarsal : l_middistal l_metatarsal : l_forefoot
vl5 : l5 vl3 : l3 vl1 : l1 vt10 : t10 vt6 : t6 vt1 : t1 vc4 : c4 vc2 : c2 skullbase : skull vl5 : l5 vl3 : l3 vl1 : l1 vt10 : t10 vt6 : t6 vt1 : t1 vc4 : c4 vc2 : c2 skullbase : skull l_sternoclavicular : l_clavicle l_acromioclavicular : l_scapula
l_elbow : l_forearm l_shoulder : l_upperarm
l_wrist : l_hand l_sternoclavicular : l_clavicle l_acromioclavicular : l_scapula
l_elbow : l_forearm l_shoulder : l_upperarm
l_wrist : l_hand r_hip: r_thigh
r_knee: r_calf r_ankle:
r_hindfoot r_subtalar : r_midproximal r_midtarsal : r_middistal r_metatarsal : r_forefoot
r_hip: r_thigh r_knee: r_calf r_ankle:
r_hindfoot r_subtalar : r_midproximal r_midtarsal : r_middistal r_metatarsal : r_forefoot
r_sternoclavicular : r_clavicle r_acromioclavicular : r_scapula
r_elbow : r_forearm r_shoulder : r_upperarm
r_wrist : r_hand r_sternoclavicular : r_clavicle r_acromioclavicular : r_scapula
r_elbow : r_forearm r_shoulder : r_upperarm
r_wrist : r_hand
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Skeletal deformation
current desired
T
= T s
Skin attachment to bones Skeletal deformation
Scale factor
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Volumetric deformation – breast example
= +
+
• Breast
– Grid structure (20 x 23).
– Parametric curves for preserving the round
aspect.
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Volumetric deformation – other parts
• Waist
• Similar to the breast but with the use of simpler(Bézier) curve.
• Hips
• Deformation based on
FFD(Free Form Deformation).
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90 cm 82 cm
Volumetric deformation – results
63 cm 85 cm
80 cm
68 cm
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Facial Animation From Facial Mesh to Expressive Talking Faces
Nadia Magnenat-Thalmann Sumedha Kshirsagar
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Overview
• Hierarchy in Facial Animation
• Definition of Static Expressions
• From Expressions to Animation
• Speech Animation Overview
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Hierarchy in Facial Animation
• Static Expressions : Deformation of this mesh controlled by parameters
• Animation : Varying the static expressions with time
• Face Object : Collection of mesh vertices and topology
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Defining Static Expressions
Need of Parameterization to define static expressions MPEG-4 Facial Animation Parameters
Feature Points defined on the Specific locations of the face Animation defined by the displacements of these Feature Points
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Designing Facial Expressions
Facial Animation Parameters divided into three groups
•Lips : Lower inner midlip, Stretch corner lip etc.
•Eyes : Close right eyelid, Raise left eyebrow etc.
•Other : Puff right cheek, Roll head etc.
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Different Time Envelopes for Expressions
Simple (Triangular)
Attack-Decay- Sustain-Release
Multipoint Articulation
Quick Transition
Spline Interpolation Linear Interpolationwww.miralab.unige.ch
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Building Animations
Possibility to add different expression envelopes at different time instants
Different animation tracks enables the designer to design head movements, facial expressions, eyebrow movements independently
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From Speech to Animation
Temporized phonemes
Audio signal
Facial animation parameters
(MPEG-4 FAP)
Synchronization
Animatable face model Speech -
synthetic/real
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Eurographics2001
From Natural Speech to Visemes
Speech signal
Extracting parameters from speech that are related to mouth shapes
Speech Processing Parameters : LPC, pitch, zero crossing
Reference Parameter Database
Estimation of Phonemes Parameters
MPEG-4 Mapping from phonemes to visemes
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Mechanical Simulation of Deformable Surfaces
for Animation of Synthetic Garments
Nadia Magnenat-Thalmann Pascal Volino
Marlène Arévalo
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Cloth Simulation Techniques
• Geometrical Models
– Reproduction of the geometrical deformations of the cloth.
• Mechanical Models
– Simulation of the cloth deformations using equations derived from the mechanical behavior of fabrics.
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MIRALab History
• Lafleur, Thalmann, 1991:
– Simple viscoelastic surfaces using Lagrange equations.
• Carignan, Yang, Werner, Thalmann, 1991-92-93:
– Modified Terzopoulos model with octree collision detection and avanced pattern-
seaming garment design.
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MIRALab History
• Volino, Courschesne, Thalmann, 1995-96:
– Viscoelastic surfaces simulated with particle systems and constraint based collision response.
• Volino, Thalmann, 1997-98:
– Fast and optimized spring mass model computed with Runge- Kutta integration and new design tools for creating garments.
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MIRALab History
• Volino, Thalmann, 2000-01:
– Fast and accurate model
simulating dynamically
complete viscoelasticity
parameters using advanced
implicit integration methods.
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Mechanical Parameters
• Internal Forces (From surface deformations)
– Elasticity (metric, curvature).
– Viscosity (internal dissipation).
– Plasticity (behavior curve hysteresis).
• External Forces (From environment interaction)
– Gravity, Aerodynamic effects.
– Contact reaction, Friction.
– Miscellaneous external interactions.
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Parameter Measurements
• Kawabata Evaluation System
– Normalized procedure and equipment for measuring elasticity parameters.
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Parameter Modeling
• Spring-Mass Systems
– Discrete representation of the surface as a mesh of punctual masses, parameters represented as springs creating
viscoelastic forces between them.
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Parameter Modeling
• Spring-Mass Systems
– Simple to implement.
– Flexible for adaptation to geometrical constraints.
– Inaccurate representation of parameters (surface anisotropy and bending).
– Mainly used in fast simulation models for
computer graphics.
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Parameter Modeling
• Continuum Mechanics
– Expression of the surface energy and
forces exerted on surface elements derived from surface deformation (Lagrange
equations), and integration using finite difference discretization.
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Parameter Modeling
• Continuum Mechanics
– Accurate Modeling of material properties.
– Complex implementation.
– Slow computation.
– Difficulties for integrating nonlinear models and geometrical constraints.
– Mainly used for precise computation of simple and situations (Draping).
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Parameter Modeling
Cloth Surface
Discrete Representation
∫ f(x) dx
Continuum Mechanical Model
∑ f(x) ∆x
Discrete Mechanical Model
Particle Systems
Continuum Mechanics
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Parameter Modeling
• Finite Elements
– Particular formulation of continuum mechanics model where high-order
elements are used to represent accurately deformations with adequate degrees of freedom and advanced energy
minimization techniques compute the
actual system evolution.
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MIRALab Model
• First-Order Finite Element
representation integrated using state-of the art particle systems methods.
– Combines the advantage of accurate
parameter representation with the flexibility of particle systems (choice of integration methods and collision response
integration).
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MIRALab Model
• First-Order Finite Elements
– Degrees of freedom = Mesh vertex positions and speeds.
– Accurate representation of metric elasticity (Anisotropic Weft-Warp and Shear
elasticity curves, Poisson coefficient, viscosity curves) within elements.
– Additional inter-element equations for modeling Weft-Warp bending forces.
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MIRALab Model
• Integration Methods
– Explicit Runge-Kutta integration
• Slow and precise high-order integration that ensures high accuracy level through controlled numerical error evaluation.
– Implicit Euler and Midpoint integration
• Fast and efficient integration that allows controlled approximations to highly speed up computations without instability problems related to explicit methods.
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MIRALab Model
• Efficient and Accurate Simulations
– Accurate evaluations of energy evolutions of the cloth during animations.
Energy Evolution (Undamped)
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1
1 2 6 5 1 7 6 1 0 1 1 2 6 1 5 1 1 7 6 2 0 1 2 2 6 2 5 1 2 7 6 3 0 1 3 2 6 3 5 1
Time (1/50 s)
Energy (J)
E Bending E Planar E Kinetic E Gravity
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MIRALab Model
– Accurate representation of internal viscosity and damping parameters.
• Important for producing realistic animations, not only draping on static bodies.
– Accurate representation of collision reaction and friction.
• Allows garments to be maintained on the animated body mechanically through their own friction, without artificial “attachment points”.
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Collision Detection
• Numerical Complexity
– Arises from the high number of polygons that the object meshes have (cloth and body, several thousands of polygons), and how to extract the colliding polygons quickly.
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Collision Detection
• Detection Techniques
– Space subdivision: Only detect collision of objects sharing a same space region.
• Grid subdivision (voxels).
• Hierarchical subdivision (octree).
– Object subdivision: Subdivide the object into geometrically localized sub-objects.
• Hierarchical bounding-box subdivision.
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Collision Detection
• Detection Techniques
– Space subdivision: Mostly used when dealing with numerous independent objects.
– Object subdivision: Efficient when a constant structure can be identified between the colliding elements.
• Adapted for the detecting collisions between
mesh elements of a deformable cloth.
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Self-Collision Detection
• Self-Collision Adjacency Problem
– Avoid detection of
“colliding” adjacent
polygons though inclusion of curvature evaluation.
• No self-collisions occur within a region with not enough curvature.
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Self-Collision Detection
Detection Between No Detection Between
Detection Within
No Detection Between No Detection Within
Detection Between
Self-Collisions
Inter-Collisions (Adjacent)
Inter-Collisions (Non-Adjacent)
– Detection Within and Between Regions
• Use of “curvature boxes” within regions and between adjacent regions, regular bounding boxes between non adjacent regions.
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Self-Collision Detection
– Efficiency of self-collision detection is not the limiting factor of detection anymore.
• Detection focused only in colliding regions.
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Collision Response
– Collision effect distributed on the vertices of the colliding mesh elements using
mechanical momentum conservation laws.
Pc+ddddPc Pc ddddPc
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Collision Response
– Geometric constraint
enforcement using combined correction of system state.
• Position Correction: Obtaining desired position at current frame.
• Speed Correction: Obtaining desired position at next frame.
• Acceleration Correction: Obtaining desired position and speed at two next frames.
State
t t+dt t+2dt Time
Corrected acceleration Goal state
t t+dt Time
State
Corrected speed Goal state
t Time
State
Corrected position Goal state
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Designing Garments
• 3D Pattern Assembly Using Simulation
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Animating Garments
• Mechanical Computation on Animated Body.
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Virtual Fashion Design
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Creative Simulation
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The Terra-Cotta Soldiers
Nadia Magnenat-Thalmann Marlène Arévalo
Gaël Sannier
MIRALab MIRALab
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The Xian Project
• Excavation of the grave complex of the Ch'in emperor Shi Huang Ti in Xian in the 1970s has revealed a field of statues depicting soldiers, servants, and horses, estimated to total 6’000 pieces. The figures were modeled after the emperor's real army, and each face is different.
• The Xian project in 1997 is intended to recreate and give again life to this army using computer-generated techniques.
Discovery of the statues
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Sculpting the Soldiers' Faces (I)
• The real soldier faces are all different and have details.
• We use a method similar to the modeling of clay; It consists of adding or eliminating parts of the material, and turning around the object.
• The steps of the first head modeling (I):
– We apply scaling deformations on a sphere to obtain an egg shape aspect.
– We move regions selected with triangles & also lift or move vertices.
– We split in half in order to work more efficiently.
Creation of a soldier head from a sphere (I)
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Sculpting the Soldiers' Faces (II)
• The steps of the modeling (II):
– We model specific regions (nose, jaws, eyes, etc) by sculpting and pushing back and forth vertices and regions.
– We obtain an half face of the soldier to which we apply a reversed scaling on X axis to produce the other half.
– The two sides are merged together which finally give us our first soldier's face.
Creation of a soldier head from a sphere (II)
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Texture-fitting (I)
• To increase realism, we apply texture fitting to objects. We map a picture onto the object, in a way that allows the user to specify some matching points between the texture and the object:
– We can see the texture while fitting it to the object.
– Some interesting vertices are selected, suitable for circumscribe the area and fitting the texture to some specific features of the model. All these marked vertices are projected to the texture image.
– We move each projected vertex to its right position on the 2D texture. The 3D object is mapped in real-time in the 3D window using the information given by the position of these marked vertices on the texture image.
Adjusting features upon the texture image
Result of the fitting in real-time in 3D
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Texture-fitting (II)
• As we only have a single photo of each soldier face to model from, we create a global texture using this photo, so that this texture can be mapped around the whole head.
1- Photo of a real soldier 2- Texture image 3- 3D model 1- 2- 3-
1- Photo of a real soldier 2- Texture image 3- 3D model 1- 2- 3-
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Creating the Soldier Bodies
• Our goal is to make realistic and efficient human modeling and deformation capabilities for many different bodies. So we use the metaball technique as it is inherent to interactive design.
• The metaballs hierarchy is taken from a standard model we have, we then modify the metaballs positions and shapes to fit soldiers anatomy.
• The head, hands and feet are attached to our body envelope.
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• Scenario:
– We see first a scene with the 3D terra-cotta soldiers inside the earth.
– It is dark with a starry sky.
– The day is coming so more and more light is appearing. This suddenly awakes one terra cotta soldier. He is extremely astonished to see the scene around himself…
The Film (I)
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The Film (II)
– He notices the presence of a soldier near him and also his head which is on the ground. He took the head and put it on the next soldier's body…
– This latter start to live again. They look at each other, and all the army is slowly coming to life. They start to walk again, but the first soldiers decide to let them go...
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Flashback to the Future
Nadia Magnenat-Thalmann Marlène Arévalo
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
The Project
• A virtual reality experience developed in the MIRALab research laboratories of the University of Geneva. This real-time adventure, with 3D glasses, has been experienced at Palexpo in October l999, during Telecom’99.
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www.miralab.unige.ch University of GenevaUniversity of Geneva
The Project
• To illustrate telecommunications, the show communicates in real time with three distant booths, one located in Palexpo, the second one in the Uni Dufour Hall and the third one at the Geneva Airport.
Booth at Palexpo
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www.miralab.unige.ch University of GenevaUniversity of Geneva
The Project
Booths at the University and at the Airport
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
The Project
• Real people are being cloned, and their virtual counterparts take part in 3D scenes from the past and the future.
• To do the virtual double of each person, we use a procedure based on two photographs, that can reconstruct the faces of individuals in 3D.
Face Cloning
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
The Project
• This world première illustrates the face-to-face interaction within the virtual scene of individuals who in reality are situated at a distance from each other, like you and I.
• It is also a first for the reconstruction of the Vieille Ville by computer and for the appearance of a virtual Mère Royaume.
The Vieille Ville of Geneva in real The Vieille Ville of Geneva in virtual
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1602
• Escalade: soldiers from Haute Savoie tried to invade Geneva and were stopped by the Geneva inhabitants and more particularly the “Mere Royaume”, who spilled the content of her cauldron over the invaders.
The Mère Royaume and 2 soldiers
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www.miralab.unige.ch University of GenevaUniversity of Geneva
1602: The Mère Royaume
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Nadia Magnenat-Thalmann Allessandro Foni Grégoire L’Hoste Georgios Papagiannakis
The making of the SS.
Sergius and Bacchus edifice
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
The CAHRISMA project (I)
• Main objective of the CAHRISMA project (Conservation of the Acoustical Heritage by the Revival and Identification of the Sinans Mosques) is to innovate the concept of hybrid architectural heritage.
• Hybrid architectural heritage is a new way of identification that covers acoustical characteristics besides visual peculiarities.
• It states that, for the spaces, having acoustical importance, architectural heritage concept should be upgraded covering acoustical and visual properties. The effects of this improvement will reflect to actual implementation of conservation and
restoration.
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The CAHRISMA project (II)
• MIRALab's involvement:
– Real-time visualisation of selected spaces.
– Creation of people (virtual bodies, faces and cloth textures).
– Animation of virtual humans.
– Integration of visual and acoustical models into a virtual 3D interactive system.
• One of the monuments selected for this project is SS. Sergius and Bacchus edifice in Istanbul.
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www.miralab.unige.ch University of GenevaUniversity of Geneva
SS. Sergius and Bacchus church
• The church of the SS. Sergius and Bacchus, a landmark in Byzantine ecclesiastical architecture, was founded by Justinian probably in 527, the first year of his reign.
• The church of the SS. Sergius and Bacchus known to this day as “the Little Hagia Sophia”, because the general principles of its architecture are comparable with those of the Great Church.
• Sometime between 1506 and 1512, the church of the SS. Sergius and Bacchus was converted into a mosque. The atrium was replaced by a peristyle, surviving to this day, and a courtyard where the medrese (religious school) stands today.
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Reconstruction of the edifice 3D model (I)
• The 3D model of the SS. Sergius and Bacchus edifice is reconstructed from the available architectural plans and the visual data resulted from the data collection process performed by UNIGE and EPFL teams.
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Reconstruction of the edifice 3D model (II)
• The whole edifice is reconstructed in three dimensions using polygonal method of 3D Studio Max software.
• During the modelling phase special consideration are taken to keep the number of polygons as low as possible, so that the final model would be optimised for real-time visualisation.
View of the mesh model from 3D Studio Max
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Texturing the 3D model
• The texture are created from 2D photographs, they are used as texture image maps to improve the visual details of the 3D model. A special care is taken to correct for the perspective of the picture and to enhance the aspect of the texture.
Actual picture Texture extracted from the picture Textured 3D model
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Lighting the 3D model
• The lighting of the 3D model is done with Lightscape software, as it allows for realistic lighting effects.
• The techniques used are physical based model of global illumination, such as radiosity and ray-tracing.
Distribution of light on the surfaces of the 3D model
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Use of light maps for realistic visualisation
• The creation and use of light-maps, from the lights generated in Lightscape, allows the real-time visualisation of the realistic lighting.
Light-maps applied on the 3D model
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Visualisation of the 3D model
• Both textured and light-mapped models are exported in VRML and merged together for real-time visualisation on MIRALab’s real-time rendering engine or on the World Wide Web.
Textures
Light-maps Final model of the edifice
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The results (I)
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The results (II)
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
• Virtual humans are also modelled using the polygon method.
The clothes of the model are realised with MIRALab cloth plug-in, according to picture of ancient time people.
• Virtual human are then converted to h-anim standard format and animated with Vicon motion capture data.
Creation of virtual humans
Historical model Patterns of the clothes
MIRALab MIRALab
Where Research means Creativity Inhabited Virtual Heritage
Eurographics2001
Real-time visualisation of the 3D model
• Both model of the edifice and of the virtual human are loaded in
MIRALab’s real-time rendering engine. User can walk inside the
3D model and examine it interactively.
2000/M.GrossandF.R.A.Hopgoodditors) Volume19(2000),Number3
Generating Animatable 3 D V irtual Humans fr om Photographs
WonSook.Lee,JinGu,andNadiaMagnenat-Thalmann
MIRALab,CUI,UniversityofGeneva,SwitzerlandWeb:http://www.miralab.unige.chE-mail:{wslee,gu,thalmann}@cui.unige.ch
stract
epresentaneasy,practicalandefficientfullbodycloningmethodology.Thissystemutilizesphotostakenfromthefront,sideandbackofapersoninanygivenimagingenvironmentwithoutrequiringaspecialbackgroundorcontrolledilluminatingcondition.AseamlessgenericbodyspecifiedintheVRMLH-Anim1.1formatisusedtogenerateanindividualizedvirtualhuman.Thesystemiscomposedoftwomajorcomponents:face-cloningandcloning.Theface-cloningcomponentusesfeaturepointsonfrontandsideimagesandthenappliesDFFDforshapemodification.Nextafullyautomaticseamlesstexturemappingisgeneratedfor360 ocoloringonapolygonalmodel.Thebody-cloningcomponenthastwosteps:(i)featurepointsspecification,whichenablesomaticsilhouettedetectioninanarbitrarybackground(ii)two-stagebodymodificationbyusingfeaturepointsbodysilhouetterespectively.Thefinalintegratedhumanmodelhasphoto-realisticanimatableface,hands,feetandbody.TheresultcanbevisualizedinanyVRMLcompliantbrowser.
oduction
years,modelingvirtualhumanbodyhasattractedmoreattentionfromboththeresearchandin-community.Itisnolongerfantasytoimaginethatseeherself/himselfinavirtualenvironmentmov-ingandinteractingwithothervirtualfiguresorevenhumans.Byadvancesinalgorithmsandnewdevel-sinthesupportinghardwarethisfantasyhasbecome.
issuesinvolvedinmodelingavirtualhumanmodelllows:
ofhumanfaceandbodyshapedatahigh-resolutiontextureionalinformationforanimationofthehumanface
esshowtoacquireananimatablehumanbodyrealisticappearance.Itisourgoaltodevelopatech-atenablesaneasyacquisitionoftheavatarmodeltheabilitytobeanimatedwellandproducedatalowearetwobasictypesoftechniquesforobtainingmodels,accordingtothedifferentrequirements forthemodels.Thefirsttypeoftechniquefocusesontheac-curacyandprecisionoftheobtainedobjectmodels,suchasthoseusedinCADsystemsandindustrialapplications.Thesecondtypeoftechniquesconcentratesontheshapeandvi-sualrealismofthereconstructedmodels,suchasthoseusedinvirtualrealityapplications.
Whenwehavetoplaceimportanceontheaccuracyoftheshape,therearevariousapproachestothereconstructionofafaceeitherusingasculptor8,alaserscanner22,astereoscopiccamera21,anactivelightstripper24,videostream16;9.Inre-centyears,bodycloninghasalsobecomeanincreasinglyhottopic.Similarly,therearemanymethodsthatconcernpre-cisionandaccuracy16;11;1;7;10;13.Generally,thesesystemsareeitherexpensiveorrequireexpertiseknowledgeinusingthemandneedaspecialenvironmentsetting.Thus,mostofthemhavelimitationswhencomparedpracticallytoacom-mercialproduct(suchasacamera)fortheinputofdataforreconstructionandfinallyanimation.
Ontheotherhand,systemsusingthesecondtypeoftech-niquesaremuchcheaperandeasiertouse.Thesetechniquesareusuallymodel-based.Thereareseveralapproachesto
ographicsAssociationandBlackwellPublishers2000.PublishedbyBlackwell
108CowleyRoad,OxfordOX41JF,UKand350MainStreet,Malden,MA
Lee,GuandThalmann/AnimatableVirtualHumansfromPhotographs ctionofeitheraface2;15;17;20orabody12fromTheseapproachesconcernmainlytheindivid-eandvisualrealismusingahighqualityim-Forexample,Hiltonetal.12proposedamethodvirtualpeople.Agenerichumanmodelistakenionextractedfromphotosisusedtomodifythe.Theapproachissimpleandefficient.How-hoddoesnotgiveagoodreconstructionandfortheface.Inaddition,theirgenericmodeliswhichmeanstheregionsaroundcertainskele-donothavethesmoothlyconnectedsurface,sotexturedmodelhassomemismatchingprob-weanimatethejoints.Italsolackstheflexibilitytheimagingenvironmentsinceitrequiresaspe-edbackgroundandproperlycontrolledlightingaretaken.
oach,whichbelongstothesecondtype,ad-followingquestionsandsuggeststhesolutions.
producefromwhat?
arealisticandanimatablewholebodyinclud-handsandbodyfromphotodata.Everybodyhlyconnectedandtextured.Photographsofbodycannotprovidesufficientfacialinformationconstructagoodfacemodelandfurtherfacialan-erefore,wetaketwoadditionalphotosthatfocusonly,besidesthethreewholebodyphotos.
istheenvironmenttogettheinput?
simplesnapshotswithcommercialcameraswith-environment.Insteadofseekingasolutionecialenvironment,weprovideauser-friendlyin-challowsnon-expertusertointeractivelyhinttocertainimportantinformationaboutthehumanway,withalittleamountofuserinteraction,wereflexibilityinusingthesystem.
tomaticistheprocessingforusers?
ideanautomaticsystemexceptforafewinterac-beginningasshowninFigure1.
hcanweanimate?
vidualizedvirtualhumaninheritesthefunctionalthegenerichumanwithanimationcapacityandbody.
isittovisualizewithotherapplications?
MLHumanoidAnimationWorkingGroup(H-stsforthemainpurposeofcreatingastandardesentationforhumanoid.Ourgenericbodyisinim1.1format14andtheresultingbodycanbebywebbrowsers,suchasNetscapeandanimatedprogram.
eofthealgorithmisshowninFigure1.Section Face Front
photo Face Side
photo
Rough feature points(x, y, z)
Face shape(DFFD) Fine feature points(x, y, z) Body Side
photo Body Front photo Body Back
photo
(x,y)(y, z)
Feature points(x, y, z) Feature points(x, y, z) Front viewrough shape Back viewrough shape Automatic edge
detection
Front view fine
shape Back view fine
shape
Integrated virtualhuman
(VRML H-anim) Back viewskeleton
interactiveautomatic (x,y)(y, z)(x,y)
Texture generationand fitting
Front view
texture mapping Back view
texture mapping
AnimatablefaceAnimatablebody Generic faceand body(skeleton,
skin)
input data Front viewskeleton
Figure1:Overflowoffaceandbodycloning
2isdevotedtotheface-cloningprogramwhileSection3ex-plainsthebodycloning.TheresultsareshowninSection4andareconcludedinSection5.
2.Facecloning
2.1.ShapemodelingInthissection,wepresentawaytoreconstructaphoto-realisticheadforanimationfromorthogonalpictures.First,weprepareagenericheadwithananimationstructureandtwoorthogonalpicturesofthefrontandsideviews.Thegenericheadhasefficienttriangulation,withfinertrianglesoverthehighlycurvedand/orhighlyarticulatedregionsofthefaceandlargertriangleselsewhere.Italsoincludeseye-ballsandteeth.
Themainideatogetanindividualizedhead,istodetectfeaturepoints(eyes,nose,lips,andsoon)onthetwoim-agesandthenobtainthe3Dpositionofthefeaturepointstomodifyagenericheadusingageometricaldeformation.Thefeaturedetectionisprocessedinasemi-automaticway.Theusersetsaveryfewfeaturepoints(keypoints)andtheotherfeaturepointsarefittedusingapiecewiseaffinetrans-formationfirstandthensnakemethods.Thestructuresnakemethodwithsomeanchorfunctionalityisdescribedinan-otherpaper19.Then,two2Dpositioncoordinatesinthefrontandsideviews,whicharetheXYandtheZYplanes,arecom-binedtobea3Dpoint.Afterusingaglobaltransformationtomovethe3Dfeaturepointstothespaceforagenerichead,DirichletFreeFormDeformations(DFFD)23areusedtogetnewgeometricalcoordinatesofagenericheadadaptingtothedetectedfeaturepoints.ThecontrolpointsfortheDFFD
c
TheEurographicsAssociationandBlackwellPublishers2000.
Lee,GuandThalmann/AnimatableVirtualHumansfromPhotographs
2:(a)normalizationandfeatures.(b)Modificationcheadwithfeaturepoints
pointsdetectedfromtheimages.Thentheshapeseyesandteethareseparatelyadaptedtothenewheadationandscalingfromthegenericmodel.Figurethestepsforheadmodificationfromphotos.
exturemapping
mappingisusefulnotonlytocovertheroughshape,asheretheshapeisobtainedonlybyfea-intmatching,butalsotogetamorerealisticcolorful
nideaoftexturemappingistogetanimagebyingtwoorthogonalpicturesinaproperwaytogettheresolutionforthemostdetailedparts.Thedetectedpointsdataisusedforautomatictexturegenerationiningtwoviews(actuallythreeviewsbycreatingviewbyflippingtherightview).Wefirstconnectreswithapredefinedindexforfeaturelinesusingdeformation(seeFigure3(a))andamulti-tiontechnique6forremovingboundariesbetweendif-source(seeFigure3(b)).Theeyesandteethim-addedautomaticallyontopofanimage,andthesefortheanimationoftheeyesandmouthre-
veapropercoordinateonacombinedimageforev-onahead,wefirstprojectanindividualized3Dthreeplanessuchasthefront(XY),right(ZY)and)directions.Withtheinformationofthepredefinedfeaturelines,whichareusedforimagemergingwedecideonwhichplaneapointona3DheadisThenprojectedpointsononeofthreeplanesareredtoeitherthefrontfeaturepointsspaceorthesidepointsspacein2D.Finally,atransformontheimageprocessedtoobtainthetexturecoordinates.Moreefoundinthepaper20. Figure3:(a)Ageometricaldeformationforthesideviewstoconnecttothefrontview(b)beforeandaftermulti-resolutiontechniques.
Figure4*showsseveralviewsofthefinalreconstructedheadoutoftwopicturesinFigure2(a).Whenweconnectthisheadwithabody,weremovetheneck(seethesecondlastfaceinFigure4*)sincetheneckisfromthebodyduetothebodyskeletonanimationforfacerotation.ThefaceanimationisimmediatelypossibleasbeinginheritedfromthegenericheadasshowninthelastfaceinFigure4*.
Figure4:snapshotsofareconstructedheadinseveralviewsandanimationontheface
3.Bodycloning
Ourbodycloningisamodel-basedmethod.Weusetwomaininputs.Thefirstinputisthegenericbody.Thesecondisstillphotosofapersontobecloned.Weassumetheper-sonwearstrousersandnottoolooseclothes.Wedeformthegenericbodytoadapttotheindividualizedbody.
3.1.Genericbodystructure
ThegenericbodyisinMPEG-4compatibleH-Anim1.1formats14.TheskeletonandseveralskinpartsdisplayedwithseveralcolorsareshowninFigure5wheretheskinpartsaresmoothlyconnected.Ithas94skeletonjointsand15skinpartsincludinghead,right_hand,left_hand,right_footandleft_foot.Thefirstversionofgenericbodyweareusingiscollectedfromapublicdomain3andmodifiedforourusage.EachskinpartissavedinlocalcoordinatesandisrelatedtoaskeletonjointasshowninFigure6,wheretheskele-tonlocationisindicatedbyarrowsandrelatedskinpartsare
ographicsAssociationandBlackwellPublishers2000.